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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef ActiveAnimations_h
#define ActiveAnimations_h
#include "core/animation/AnimationStack.h"
#include "core/animation/css/CSSAnimations.h"
#include "wtf/HashCountedSet.h"
#include "wtf/HashMap.h"
#include "wtf/RefPtr.h"
#include "wtf/Vector.h"
namespace blink {
class CSSAnimations;
class RenderObject;
class Element;
typedef WillBeHeapHashCountedSet<RawPtrWillBeWeakMember<AnimationPlayer> > AnimationPlayerCountedSet;
class ActiveAnimations : public NoBaseWillBeGarbageCollectedFinalized<ActiveAnimations> {
WTF_MAKE_NONCOPYABLE(ActiveAnimations);
public:
ActiveAnimations()
: m_animationStyleChange(false)
{
}
~ActiveAnimations();
// Animations that are currently active for this element, their effects will be applied
// during a style recalc. CSS Transitions are included in this stack.
AnimationStack& defaultStack() { return m_defaultStack; }
const AnimationStack& defaultStack() const { return m_defaultStack; }
// Tracks the state of active CSS Animations and Transitions. The individual animations
// will also be part of the default stack, but the mapping betwen animation name and
// player is kept here.
CSSAnimations& cssAnimations() { return m_cssAnimations; }
const CSSAnimations& cssAnimations() const { return m_cssAnimations; }
// AnimationPlayers which have animations targeting this element.
AnimationPlayerCountedSet& players() { return m_players; }
bool isEmpty() const { return m_defaultStack.isEmpty() && m_cssAnimations.isEmpty() && m_players.isEmpty(); }
void cancelAnimationOnCompositor();
void updateAnimationFlags(RenderStyle&);
void setAnimationStyleChange(bool animationStyleChange) { m_animationStyleChange = animationStyleChange; }
#if !ENABLE(OILPAN)
void addAnimation(Animation* animation) { m_animations.append(animation); }
void notifyAnimationDestroyed(Animation* animation) { m_animations.remove(m_animations.find(animation)); }
#endif
void trace(Visitor*);
private:
bool isAnimationStyleChange() const { return m_animationStyleChange; }
AnimationStack m_defaultStack;
CSSAnimations m_cssAnimations;
AnimationPlayerCountedSet m_players;
bool m_animationStyleChange;
#if !ENABLE(OILPAN)
// FIXME: Oilpan: This is to avoid a reference cycle that keeps Elements alive
// and won't be needed once the Node hierarchy becomes traceable.
Vector<Animation*> m_animations;
#endif
// CSSAnimations checks if a style change is due to animation.
friend class CSSAnimations;
};
} // namespace blink
#endif